v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Gremlin"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(fixed a typo)
m
 
(36 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{Quality|Exceptional|21:52, 17 May 2015 (UTC)}}
+
{{Quality|Exceptional}}
 
{{Creaturelookup/0
 
{{Creaturelookup/0
 +
|image=Gremlin sprites.png
 
|wiki=yes
 
|wiki=yes
 
}}
 
}}
 
{{av}}
 
{{av}}
 
{{creaturedesc}}
 
{{creaturedesc}}
 +
'''Gremlins''' are intelligent [[cavern]] [[creature]]s who are invisible until spotted, and cause various kinds of [[fun]] in your fortress by stepping on [[pressure plate]]s, pulling [[lever]]s, opening [[cage]]s, picking locks and opening forbidden [[door]]s -  it is recommended to not have gremlins and easily-accessible [[Stupid dwarf trick#Self-destruct lever|self destruct lever]]s in the same fortress. One way of exploiting their lever-pulling behaviour is to have a lever that triggers a trap to kill the user when pulled, and leaving it in an area likely to see gremlins visiting. All gremlins are born with Competent [[skill]] in [[ambusher]].
  
'''Gremlins''' are invisible until spotted, and cause various kinds of [[fun]] in your fortress by stepping on [[pressure plate]]s, pulling [[lever]]s, and opening [[cage]]s. They are also able to pick locks and open forbidden [[door]]s. You should prevent having Gremlins and easily accessible [[Stupid dwarf trick#Self Destruct Lever|self destruct lever]]s in the very same fortress. One way of exploiting their lever-pulling behaviour is to have a lever that triggers a trap to kill the user when pulled, and leaving it in an area likely to see gremlins visiting.
+
When a gremlin is discovered, the game pauses and centers on it, with the message: "{{DFtext|A gremlin! Drive it away!|4:1}}".
  
When a gremlin is discovered, the game pauses and centers on it, with the message: "A gremlin! Drive it away!".
+
Despite being intelligent creatures, gremlins possess the {{token|PET_EXOTIC}} token and can in fact be [[Animal trainer|trained]] by your [[dwarves]], provided you can bypass their [[trapavoid|natural immunity]] to most [[trap]]s. They don't possess a pet value, which theoretically makes them worthless for keeping around your fort, but if you do manage to capture and train a gremlin, it could actually become your [[mayor]]. In fact, this is quite likely because the gremlin is not able to work, so it will spend all its time in your meeting hall making friends. After a certain period of time a trained adult gremlin will turn into a gremlin hunter and will then hunt alongside your [[hunter]]s. This is because gremlins have natural skill in ambushing, which is associated with the hunting labor.
  
Gremlins are [[trapavoid|naturally immune]] to most [[trap]]s. If you do manage to capture and tame a gremlin, it could become your [[mayor]]. In fact, this is quite likely because the gremlin is not able to work, so it will spend all its time in your meeting hall making friends. After a certain period of time a tame adult gremlin will turn into a gremlin hunter and will then hunt alongside your [[hunter]]s. This is because gremlins have natural skill in ambushing, which is associated with the hunting labour. Note that a tame gremlin will not pull levers anymore.
+
Note that a trained gremlin will not pull levers mischievously anymore. As explained by [[main:Toady One|Toady One]], the reason they are tamable is roughly that they are supposed to be only pretending to listen to your dwarves so they can mess with your levers and then run away, though trained gremlins currently do not perform this function at all and simply act as regular (albeit buggy) pets.<sup>[https://youtu.be/nAB93hOcsPI?t=4300 Source]</sup>
 +
 
 +
In the current version, a stray gremlin will claim a [[bed]] in the [[Tavern|inn]] and become a long-term resident, eventually petitioning for citizenship. This can be mortally annoying, because they will then perform labors and ignore requests to be trained, resulting in trainers dying of starvation and thirst if you aren't careful. A solution to this is to make them exclusively soldiers, or assign them to a small burrow with a workshop exclusive to them, and make the area a training ground, which you can also order them to station in. Being trained isn't a job for the gremlin and it just has to be there; the trainer will eventually finish the job if the gremlin is in the same area. This no longer occurs with their tame offspring. This method can also work for other trained intelligent creatures if you've modded them to be pets.
 +
 
 +
Gremlins will not eat normally due to having the {{token|BONECARN}} tag, and their minuscule size makes them terrible at handling alcohol. They are also notably long-lived, with some living up to 1000 years.
 +
 
 +
Some dwarves [[Preferences|like]] gremlins for their ''mischief''.
 +
 
 +
[[File:gremlin_preview.jpg|thumb|230px|center|Acts as bad as he looks.]]
  
In the current version a stray gremlin will claim a bed in the inn and become long-term resident, eventually petitioning for citizenship. This can be much fun because they will then perform labors and ignore requests to be trained, resulting in trainers dying of starvation and thirst if you aren't careful. A solution to this is to make them exclusively soldiers or assign them to a small burrow with their exclusive workshop, and make the area a training ground. You can also order them to station in the training ground. Being trained isn't a job for the gremlin and it just has to be there; the trainer will eventually finish the job if the gremlin is in the same area. This no longer occurs with their tame offspring. This method can also work for other trained intelligent creatures if you've modded them to be pets.
 
 
== Trivia ==
 
== Trivia ==
Gremlins can talk, and be recruited in adventure mode, which is useful if one is trapped in a cave and cannot find animal men.
+
Gremlins can talk, and be recruited in [[adventurer mode]], which is useful if one is trapped in a cave and cannot find [[animal people]]. Also, because they both inhabit the first cavern layer and are trainable, the dwarven [[Trading|caravan]] will offer their bodily fluids for sale, including gremlin [[blood]], sweat and tears.
 +
{{D for Dwarf}}
 +
<!-- Reference: 'Gremlins' movie trilogy/franchise -->
 +
 
 +
[https://www.youtube.com/watch?v=8zWSrT2TfBc Don't expose them to bright light. Don't feed them after midnight. Don't get them wet.]
  
 
{{gamedata}}
 
{{gamedata}}
 
{{Creatures}}
 
{{Creatures}}
 
{{Category|Humanoids}}
 
{{Category|Humanoids}}

Latest revision as of 14:56, 30 June 2024

Gremlin
Gremlin sprites.png
g

Toggle

Urist likes gremlins for their mischief.
Portrait

No portrait

Biome

  • Underground Depth: 1-3
Attributes

· Trapavoid · Mischievous · Learns · Humanoid

Tamed Attributes
Pet value 0

Template:Tame attrib proc/

Not hunting/war trainable 

Size
Birth: 500 cm3
Mid: 2,500 cm3
Max: 10,000 cm3

Age
Child at: 1
Adult at: 18
Max age: 800-1000
Cannot be butchered

Wikipedia article

This article is about the current version of DF.
Note that some content may still need to be updated.

A small humanoid creature with a mischievous, toothy grin.

Gremlins are intelligent cavern creatures who are invisible until spotted, and cause various kinds of fun in your fortress by stepping on pressure plates, pulling levers, opening cages, picking locks and opening forbidden doors - it is recommended to not have gremlins and easily-accessible self destruct levers in the same fortress. One way of exploiting their lever-pulling behaviour is to have a lever that triggers a trap to kill the user when pulled, and leaving it in an area likely to see gremlins visiting. All gremlins are born with Competent skill in ambusher.

When a gremlin is discovered, the game pauses and centers on it, with the message: "A gremlin! Drive it away!".

Despite being intelligent creatures, gremlins possess the [PET_EXOTIC] token and can in fact be trained by your dwarves, provided you can bypass their natural immunity to most traps. They don't possess a pet value, which theoretically makes them worthless for keeping around your fort, but if you do manage to capture and train a gremlin, it could actually become your mayor. In fact, this is quite likely because the gremlin is not able to work, so it will spend all its time in your meeting hall making friends. After a certain period of time a trained adult gremlin will turn into a gremlin hunter and will then hunt alongside your hunters. This is because gremlins have natural skill in ambushing, which is associated with the hunting labor.

Note that a trained gremlin will not pull levers mischievously anymore. As explained by Toady One, the reason they are tamable is roughly that they are supposed to be only pretending to listen to your dwarves so they can mess with your levers and then run away, though trained gremlins currently do not perform this function at all and simply act as regular (albeit buggy) pets.Source

In the current version, a stray gremlin will claim a bed in the inn and become a long-term resident, eventually petitioning for citizenship. This can be mortally annoying, because they will then perform labors and ignore requests to be trained, resulting in trainers dying of starvation and thirst if you aren't careful. A solution to this is to make them exclusively soldiers, or assign them to a small burrow with a workshop exclusive to them, and make the area a training ground, which you can also order them to station in. Being trained isn't a job for the gremlin and it just has to be there; the trainer will eventually finish the job if the gremlin is in the same area. This no longer occurs with their tame offspring. This method can also work for other trained intelligent creatures if you've modded them to be pets.

Gremlins will not eat normally due to having the [BONECARN] tag, and their minuscule size makes them terrible at handling alcohol. They are also notably long-lived, with some living up to 1000 years.

Some dwarves like gremlins for their mischief.

Acts as bad as he looks.

Trivia[edit]

Gremlins can talk, and be recruited in adventurer mode, which is useful if one is trapped in a cave and cannot find animal people. Also, because they both inhabit the first cavern layer and are trainable, the dwarven caravan will offer their bodily fluids for sale, including gremlin blood, sweat and tears.

D4Dwarf.png This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.


Don't expose them to bright light. Don't feed them after midnight. Don't get them wet.